Soul-Snatcher Cults Quickplay Armies

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Below you can find quickplay lists for the Soul-Snatcher Cults from the Grimdark Future universe.

Combat Patrol (750pts)

This is a v2.50 list you can build using the Combat Patrol: Genestealer Cults box from Games Workshop.

Stick the Brutes in the truck, slam it into an infantry unit, then dump the brutes out on your next activation to charge something else close by, or finish mopping up whatever you hit. Your Neophytes need to get in close, but with Scout, and a 6" move on their activation, pretty much all of your weapons can be easily in range of your opponent's units on the first turn.

++ Soul-Snatcher Cults [750pts] ++
Cult Leader [1] Q4+ D5+ | 65pts | Hero, Psychic(1), Scout, Tough(3)

Pistol (12", A1)

CCW (A2)

Neophytes [10] Q4+ D5+ | 275pts | Scout

1x Mining Laser (18", A1, AP(3), Deadly(3))

1x Quake Cannon (18", A6, Rending)

8x Shotgun (12", A2, AP(1))

10x CCWs (A1)

Mutant Brutes [5] Q3+ D4+ | 180pts | Regeneration, Scout

1x Great Weapon (A3, AP(4))

2x Pick Hammer (A1, AP(2), Deadly(3))

2x Heavy Picks (A2, AP(1), Rending)

Grinder Truck [1] Q4+ D2+ | 230pts | Fast, Impact(9), Strider, Tough(6), Transport(6)

Heavy Machinegun (30", A3, AP(1))

Heavy Incinerator (18", A6, AP(1))

Soul-Snatcher Cults Psychic Spells

Stimulant (4+): Target 2 friendly units within 6” get Furious next time they charge.

Mind Poison (4+): Target enemy unit within 12” takes 3 hits with AP(1).

Hypnosis (5+): Target 2 friendly units within 12” get +1 to defense next time they take hits.

Brain Burst (5+): Target enemy model within 12” takes 2 hits with AP(4).

Mind Control (6+): Target 2 enemy units within 6” get -3" next time they Advance, or -6" next time they Charge/Rush.

Psychic Blaze (6+): Target 2 enemy units within 6” take 6 hits with AP(1) each.

Combat Patrol (1000pts)

This is a v2.50 list you can build using the Combat Patrol: Genestealer Cults box from Games Workshop.

Not many Tough models to speak of, so easily countered by high-attack or Blast weapons. Your anti-tank is all melee, but with Scout, you shouldn't have much trouble getting in. Sticking the Mutants into your truck and driving them into the enemy may be the best option, and can serve to deal with two units within two activations, if you slam the truck into an infantry unit and mulch them with its Impact(9), then disembark the Brutes into combat with a nearby vehicle or high-toughness model.

Your Cult Leader mage has very good spell synergy with your Brutes via granting Furious (which is an extremely good buff for Blast and Deadly weapons, as granting a bonus attack has a much larger potential than a bonus attack on a weapon without either of those rules), but would require some set-up as you cannot target embarked units with spells. In that case you might forgo the Transporting part altogether, and just use the truck as fire support (which it can do quite handily). If not, their other spells are perfectly servicable, as the Defense bonus is quite useful on your mostly mediocre armor, and the 12" damage spell will be in range anyways, as you want your Shotguns to all be useful.

One Neophyte unit is more geared to dealing with infantry with the Web Carbine, although that many AP(1) shots and the Quake Cannon combined can deal with lighter vehicles just fine. The other Neophytes are for doing chip damage with their Rifles and killing something like a Flamethrower or other special weapon carrier with the Sniper Rifle.

The Acolytes are a bit generalist, just push them towards a Def 3+ or 2+ unit and maybe they'll get there and claw them up a bit. It's only 120pts, don't expect too much.

+++ Soul-Snatcher Cults [1000pts] ++
Cult Leader [1] Q4+ D5+ | 65pts | Hero, Psychic(1), Scout, Tough(3)

Pistol (12", A1)

CCW (A2)

Neophytes [10] Q4+ D5+ | 275pts | Scout

1x Quake Cannon (18", A6, Rending)

1x Web Carbine (18", A2, Blast(3))

8x Shotgun (12", A2, AP(1))

10x CCWs (A1)

Neophytes [5] Q4+ D5+ | 120pts | Scout

1x Sniper Rifle (30", A1, AP(1), Sniper)

4x Rifles (24", A1)

5x CCWs (A1)

Acolytes [5] Q4+ D5+ | 120pts | Scout, Strider

4x Pistols (12", A1)

Heavy Buzz Saw (A3, AP(4))

4x Mutant Claws (A2, AP(1))

Mutant Brutes [5] Q3+ D4+ | 190pts | Regeneration, Scout

1x Great Weapon (A3, AP(4))

4x Pick Hammer (A1, AP(2), Deadly(3))

Grinder Truck [1] Q4+ D2+ | 230pts | Fast, Impact(9), Strider, Tough(6), Transport(6)

1x Heavy Machinegun (30", A3, AP(1))

1x Heavy Incinerator (18", A6, AP(1))

Soul-Snatcher Cults Psychic Spells

Stimulant (4+): Target 2 friendly units within 6” get Furious next time they charge.

Mind Poison (4+): Target enemy unit within 12” takes 3 hits with AP(1).

Hypnosis (5+): Target 2 friendly units within 12” get +1 to defense next time they take hits.

Brain Burst (5+): Target enemy model within 12” takes 2 hits with AP(4).

Mind Control (6+): Target 2 enemy units within 6” get -3" next time they Advance, or -6" next time they Charge/Rush.

Psychic Blaze (6+): Target 2 enemy units within 6” take 6 hits with AP(1) each.

See Also